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Dark Poeta Walkthrough

Dark Poeta is a unique Instanced Dungeon due to its rating structure, which evaluates Groups based on their performance and provides an appropriate Named Monster for the final encounter. When a Group reaches the end of the Instanced Dungeon (which occurs when Brigade General Anuhart is defeated) they will be assigned a Rank based on the amount of points the Group has accrued, and the amount of time left on the clock.

Creating a Group for Dark Poeta

Each character class has a place in a Dark Poeta Group, though some classes are considered to be more important for a well formed Group capable of achieving A or S Rank.

Templar – Templars are protectors, or tanks, and are excellent at preventing and mitigating incoming damage. A well equipped Templar will be important for tanking the bosses in Dark Poeta, in particular if the Group is striving for A Rank or S Rank. A Templar is considered a staple of a well formed Group.

Gladiator – Gladiators can serve as protectors, and even replace a Templar in a pinch. However, their talent often lies in their prowess to both take damage and inflict damage in an area of effect. Gladiators are superb supplemental tanks, and can be helpful for controlling packs of multiple monsters.

Ranger – Rangers are excellent damage dealers, and can also provide situational crowd control, and see hidden enemies. Because of the numerous hidden enemies in Dark Poeta, a Ranger or Assassin is a great asset.

Assassin – Assassins are excellent damage dealers, and can also stealth past hostile monsters, and see hidden enemies. Because of the numerous hidden enemies in Dark Poeta, an Assassin or Ranger is a great asset.

Chanter – Chanters provide buffs and enhancements to the Group, and can also serve as capable damage dealers or healers. Encounters in Dark Poeta can be both healing and damage intensive, thus a Chanter can be a boon for the Group. A Chanter is considered a staple of a well formed Group.

Cleric – Clerics are the prime healing class, providing both single and multiple target heals, in addition to some buffs. Due to the healing intensive encounters in Dark Poeta, a Cleric is necessary for many encounters. A Cleric is considered a staple of a well formed Group.

Spiritmaster – Spiritmasters are excellent damage dealers who are also able to crowd control. Spiritmasters can provide supplemental tanking with their pets, and can also dispel buffs from enemies. In Dark Poeta, Spiritmasters can be helpful for crowd control, and as reliable damage dealers.

Sorcerer – Sorcerers are outstanding single and multiple target damage dealers, and also provide several forms of crowd control. Because Groups will often be combating multiple enemies at the same time, a Sorcerer is ideal for turning the odds in the Group’s favor. A Sorcerer is considered a staple of a well formed Group.

The Wilderness and the Akarios Ruins

Players will begin their assault on Dark Poeta in The Wilderness, where, in the past, Elyos players began their journey to Ascendance. This area is chock full of Balaur guards and sentries, most of which can be avoided with some clever maneuvering.

However, if the Group is attempting to earn S Rank or A Rank, it might be wise to kill some of the enemies here.

Proceed through the trees in this area towards the Akarios Ruins.

While most of the enemies here are visible,

keep an eye out for hidden foes

Few monsters are solitary; there’s a good chance that

a hidden monster might be close at hand!

At the Akarios Ruins, be sure to clear out all of the patrolling monsters before engaging Spiritmaster Atmach, the first Named Monster of Dark Poeta.

Spiritmaster Atmach

Spiritmaster Atmach can be a challenging encounter, and also an excellent bellwether for the Group’s success in Dark Poeta.

The first step to facing Spiritmaster Atmach is to clear the area of patrolling monsters, as these will rush to Atmach’s aid when she is attacked. While it is possible to fight Atmach where she stands, it’s a better idea to pull her down around the corner, and tank her in the waters of the Marabata Lake.

Defeating Atmach elsewhere ensures the Group will not be set upon by the Anuhart Tearlach and the Anuhart Kurinark, who rush to the Akarios Ruins when she is defeated.

Once Spiritmaster Atmach has been pulled to another location, the encounter proceeds as normal. Atmach will cast Nightmare, which puts the target to sleep for a short time, and Powerful Petrification, which turns the target to stone for a short time.

Around 30% health, Atmach will cast Endless Power, which will put the target in Aether’s Hold for a short time. Following Endless Power, Atmach will summon two additional monsters to aid her. These monsters should be ignored in favor of defeating Spiritmaster Atmach as soon as possible.

When Atmach is defeated, the additional monsters summoned will disappear. However, players striving for A or S Rank would be wise to move back up the hill and defeat the Anuhart Tearlach and Anuhart Kurinark, who both yield a substantial amount of points.

Marabata Lake

The Marabata Lake is home to 3 different Named Monsters, the Marabata of Strength, Marabata of Poisoning, and Marabata of Aether.

Before pulling the Named Monsters, it’s important to clear the normal monsters surrounding the lake, otherwise these monsters will also be pulled when the bosses are engaged. It’s best to start clearing a path counter clock-wise around the lake.

Scalewatch Captains and Drakeblade Captains surround

the Marabata Lake, defeat them for more points!

Anuhart Drakeblade Captain

If the Group is striving for A Rank or S Rank, the Anuhart Drakeblade and Anuhart Scalewatch Captains surrounding the lake are worth killing for the extra points.

The Three Marabatas

The Three Marabatas (from left to right), Marabata of Strength, Marabata of Aether, Marabata of Poisoning

Once the Group is prepared to engage the Marabatas, they will need to be mindful of the Boosters which can provide the Marabatas with buffs increasing their attacks and defenses, or call additional enemies.

To overcome the Boosters, it’s a good idea to divide up the Group’s damage dealers, and put them in charge of destroying a specific Booster. The Boosters will respawn a short time after they have been destroyed, so be ready to switch damage between targets throughout the encounter.

As an added challenge, the Boosters each reflect a particular type of attacks.

1.) The Marabata Defense Booster reflects magical attacks, and is best suited to be destroyed by a Ranger, Assassin, Gladiator, Chanter, or Templar. If the Marabata Defense Booster is activated, it will cast Marabata Barrier, which makes the Marabata immune to all attacks until the Defense Booster is destroyed.

2.) The Marabata Property Controller reflects long-range attacks, and is best suited to be destroyed by an Assassin, Gladiator, Chanter, or Templar. If the Marabata Property Controller is activated, it will call nearby enemies for aid (which is why it is important to clear the enemies around the Marabata Lake before engaging the Marabatas).

3.) The Marabata Attack Booster reflects long-range physical attacks, and is best suited to be destroyed by anything but a Ranger. If the Marabata Attack Booster is activated, it will apply the Torrent of Wrath buff to the Marabata, which will increase its Attack by a massive amount.

Prioritize destroying Attack and Defense Boosters, and all three Marabatas will fall quickly. Collect some well earned loot, and continue on to The Lost Forest!

The Lost Forest

Navigating The Lost Forest can be quite a challenge. While it is possible to get through this area without drawing the attention of patrolling monsters, it’s unlikely. Stick together and be prepared to fight!

Combat Captains and Arcanist Captains reside in

The Lost Forest, defeat them for more points!

Spectral Arcanist Captain

Strewn throughout The Lost Forest are Captains, which players striving for A or S Rank would be wise to defeat. Keep an eye out for the Vengeful Spirit of Elyos Combat Captains, and the Spectral Arcanist Captains.

In The Lost Forest, players will have the opportunity to defeat two Named Monsters, Noah’s Furious Shade, and the Spectral Elim Elder. These monsters wander through The Lost Forest, and at times, stealth themselves with Hide.

Whether in or out of Hide mode, the Elim can be difficult to see!

To track the Elim, a Ranger or Assassin can use their Hunter’s Eye or Searching Eye skill to see through Hide.

Noah’s Furious Shade and the Spectral Elim Elder

Noah’s Furious Shade

Spectral Elim Elder

The first step to defeating Noah’s Furious Shade and the Spectral Elim Elder is finding them! It’s best to have a Ranger or Assassin scout on their own for these two, and when found, pull with a ranged attack. Once pulled, the Elim will not proximity aggro other monsters, and can be safely led back to the tank.

The Elim move fast, but will stop to cast shortly after being pulled, allowing the Ranger or Assassin time to escape. It’s also a good idea to use Focused Evasion to avoid this first attack.

Make sure the tank puts there back to something to negate Vengeful Spirit’s Scream!

Noah’s Furious Shade and the Spectral Elim Elder use the same abilities, and should be tanked in a location where the tank can place their back to something to negate the fear effect from Vengeful Spirit’s Scream.

Noah’s Furious Shade and the Spectral Elim Elder will unleash a devastating ability called Grudge Explosion as their health drops below 30%. Grudge Explosion will be preceded by Root Entangle, which will slow the entire Group.

When Root Entangle is cast, the Group (with the exception of the tank) needs to move out of range, and get out of line of sight. When Root Entangle expires, the Elim will cast Grudge Explosion, which inflicts a massive amount of damage to all targets in range and in line of sight. Following Grudge Explosion, the tank will need immediate healing.

Whittle down the Elim following Grudge Explosion, and after both have been defeated, head to the Dragrint Plantation.

Dragrint Plantation

**This section can be safely ignored by Groups not striving for A or S Rank.

Once done with The Lost Forest, players will proceed to the Dragrint Plantation.

There are no bosses in the Dragrint Plantation, however, there is an undertaking which will be important to players striving for A or S Rank.

Scar, a familiar face for some Elyos players!

This undertaking requires players to escort a worg named Scar, a victim of heinous Balaur experiments, to safety. Scar is hiding in a cave in the Southeast corner of the Dragrint Plantation, near the mountains. The cave is blocked by a Huge Vine, which will require at least 300 Essencetapping skill to remove.

Before escorting Scar, it’s a wise idea to clear most of the Balaur and Dragrints from the hill that leads down to the road. Scar is severely directionally challenged, and will meander down the hill attempting to pull all the monsters.

Once the Huge Vine is removed (which also grants 200 points!), speak to Scar to begin. Scar will then proceed down the hill, and at predetermined intervals, will come under attack from enemies. When Scar comes under attack, he will receive the Experiment Aftereffect debuff, which will root him in place for 60 seconds. When the debuff expires, Scar will resume moving down the hill.

Escort Scar to the bottom of the hill, taking care to ensure he isn’t attacked more than necessary. At the bottom of the hill, Scar succumbs to the aftereffects of the experiments, and goes mad.

Kill Crazy Scar to receive 1,241 points.

The Drana Fields

Once done with the Dragrint Plantation, proceed to The Drana Fields. Here players will face three Named Monsters, and will have an opportunity to accrue a glut of points from destroying Drana and defeating Kobold Captains.

A stalk of unharvested Drana

There is much to do here for players striving to achieve A or S Rank. Drana in the Drana Fields grant 52 points each, and an Assassin comes in handy, as they can sneak past enemies and destroy the Drana.

Vigilante Leaders and Digger Leaders stand watch

throughout The Drana Fields, defeat them for more points!

Thrall Vigilante Leader

In addition to the Drana, the Thrall Digger Leaders and Thrall Vigilante Leaders are worth killing for extra points. The enemies in this area also have a chance to drop a Drana Bomb, which will be useful later.

The Three Spallers

The Three Spallers (from left to right), Spaller Dhatra, Spaller Echtra, Spaller Rakanatra

The three Named Monsters in the Drana Fields are Spaller Dhatra, Spaller Echtra, and Spaller Rakanatra. These Spallers patrol the Drana Fields, and can be difficult to defeat due to the massive damage their attacks are able to inflict.

A Drana Lump

The Spaller has been stunned by the Drana Lump!

However, there is a counter to this. The Spallers can be dragged to Drana Lumps. Pulling a Spaller over a Drana Lump will cause it to explode, stunning for a short period of time with Drana Break. When afflicted with Drana Break, the Spaller will take no actions.

There are two strategies for defeating the Spallers. The first requires the tank to drag the Spaller between two Drana Lumps to ensure the Drana Break debuff is applied for the most possible time.

If the tank and healer are well equipped, the tank can also attempt to keep each Spaller over a single Drana Lump, and soak the damage when the Spaller is not stunned. The ideal strategy will depend on the Group composition and player confidence.

Darkspore Road

Once the Spallers have been defeated, head to Darkspore Road.

The Darkspore Road has been barricaded in a few places, and the barricades will need to be destroyed to move forward. When the barricades reach 50% health, two Balaur will spawn, and again just before a barricade is destroyed.

Once past the first barricade, players will notice the packs of Mutated Fungies. The Fungies will explode and inflict massive damage if allowed to be in close proximity of the Group. However, each Fungie will also grant 21 points when slain.

To defeat the Mutated Fungies, it’s best to coordinate area of effect spells and attacks, and kill them before they reach the Group; a Sorcerer is a great asset here. Proceed through the barricades and past the Fungies, and players will find themselves in the Timolia Mine.

Timolia Mine

The Timolia Mine houses 6 Named Monsters, including Professor Hewahewa (the Shulack responsible for the Balaur’s sinister experiments), and Brigade General Anuhart, the commander of the Legion responsible for razing Poeta.

Once inside Timolia Mine, be mindful of patrolling sentries; there are several throughout the mine.

A bomb made from Drana. It might be useful for demolishing the stone walls inside the abandoned mine.

Proceed inside the mine and up a short incline, at the top of which is a Huge Drana blocking the passage to the left. Destroy the Huge Drana, and if the Group has a Drana Bomb, they will be able to access the Laboratory of Hewahewa.

Dispose of Professor Hewahewa, and players will find a journal which details the Balaur’s experiments in Dark Poeta, as well as a Nex node, which can be harvested by players with an Essencetapping skill of 400.

Once done in the Laboratory of Hewahewa, head back down and proceed deeper into the mine. Players will soon encounter another Huge Drana, beyond which is the Telepathy Controller.

Telepathy Controller

The Telepathy Controller is a a particularly devious device that will summon monsters and use its tentacles to seize players and slam them to the ground.

This slam attack is called Hit Vital Spot, and can be particularly dangerous to players with low maximum HP, in particular if it is followed with Deny Approach, which inflicts damage and stuns all targets in range for 3 seconds.

The Telepathy Controller will also use a number of damaging skills on the tank, however, none will contribute much to altering the outcome of the encounter.

While dealing with the Telepathy Controller itself is paramount to overcoming this encounter, the additional monsters it summons can be a nuisance.

Anuhart Escort

Bionic Clodworm

The Telepathy Controller will first summon the Anuhart Escort, which should be defeated as soon as possible. The Telepathy Controller will also summon Bionic Clodworms. The Clodworms will cast Explosion, and then disappear, and can be ignored in favor of inflicting more damage on the Telepathy Controller.

Defeat the Anuhart Escort as soon as possible, and make sure the healer is prepared to deal with the massive damage from Hit Vital Spot.

Once the Telepathy Controller has been defeated, proceed deeper into the Timolia Mine.

The Room of Dimension

Proceed up the tunnel from the Telepathy Controller and players will soon find themselves at another Huge Drana.

Past the Huge Drana is the Room of Dimension, the last room of the Timolia Mine. In the Room of Dimension, players will need to destroy the three Power Generators to alert Brigade General Anuhart. Once Brigade General Anuhart has been defeated, Dark Poeta is complete, and the final boss will be accessible.

In the Room of Dimension, it’s important to clear all of the monsters before engaging the Generators. Once the Generators have been defeated, Brigade General Anuhart will appear.

There are a couple of hidden enemies in the Room of Dimension; make sure to defeat them before engaging the Generators!

The Three Generators

The Three Generators (from left to right), Emergency Power Generator, Auxiliary Power Generator, Main Power Generator

The Power Generators in the Room of Dimension each summon two particular types of "cores" that can wreak havoc on the Group if not kept in check. The Group must avoid coming in close proximity of the cores to prevent additional damage and effects on their characters. In addition, all "cores" spawned will not despawn until all three Generators are defeated.

The Emergency Power Generator is located in the eastern part of the Room of Dimension, and should be the Group’s first target. The Emergency Power Generator will summon two types of cores: the Summon Generator Core and the Confusion Generator Core.

The Summon Generator Core will conjure additional monsters named Lucent Crystals. These additional monsters should be defeated as soon as possible. The Confusion Generator Core will wreak havoc on the Group with its area of effect confusion attack. Once a player becomes confused, they will lose control of their character for a short period of time. However, once confused, it can be very difficult to move out of range of a Confusion Generator Core.

The Auxiliary Power Generator is located in the middle of the Room of Dimension, and is far less complex compared to the other two Generators. The Auxiliary Power Generator will summon Shockwave Generator Cores and Torpidity Generator Cores.

The Shockwave Generator Cores will inflict damage to targets in range with their Electrocution skill, while the Torpidity Generator Cores will inflict damage and slow targets in range using the Ray Web skill. While these two abilities can be harmful, an experienced healer shouldn’t have trouble mitigating the damage with well timed heals.

The Main Power Generator is the final target, and is located on the west side of the room. In some ways, the Main Power Generator can be the most difficult to defeat, which is due to the presence of the Wave Generator Core. The Wave Generator Core will routinely unleash the Massive Ray area of effect attack, which inflicts massive damage to all targets it hits. For this reason, it is a wise idea for all players except the tank to stand as far from the Main Power Generator as possible.

The Main Power Generator will also summon Light Generator Cores, which inflict damage and apply a damage over time debuff to the target. The main source of damage, however, is the Wave Generator Core.

Brigade General Anuhart

When all three Generators are defeated, the remaining cores will disappear, and Brigade General Anuhart will spawn.

Brigade General Anuhart is a formidable foe, and will become more powerful as the encounter continues. Throughout the encounter Anuhart will use his Summoning Ritual ability, which will call several Balaur soldiers to his aid. Following Summoning Ritual, Anuhart will be impervious to damage for a short time, so all damage dealers should switch to slay the Balaur soldiers as fast as possible.

The encounter will proceed with intermittent Summoning Rituals until Anuhart reachs about 25% health. The healer(s) should be aware that the tank will be taking heavy damage from Brigade General Anuhart throughout the encounter. When Anuhart reaches 25% health, he will use Absorb Energy to heal back up to about 40% health.

When Anuhart dips below 30% health, he will begin casting Summoning Ritual constantly. At this point, the Group must burn down Anuhart as soon as possible, keeping in mind that the buff he gains from Summoning Ritual will only leave a narrow window to damage Anuhart in between killing Balaur soldiers.

When Anuhart is defeated, the Group’s points and the remaining time on the clock will be measured, and the Group will be assigned a rank based on the above two factors. The final boss will be determined by the Group’s rank.

The Final Challenge

Dark Poeta’s final challenge lies in Anuhart Headquarters. Depending on the Group’s rank, the final boss could range from the deadly Tahabata Pyrelord to the fierce but flimsy Chramati Firetail.

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